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Originally posted by Sage Aro:
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-Passive/agressive
choice between the two. If passive, then everything below would be grayed out.
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To make an NPC passive, just set it's health to 0.
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-Agression%
a percentage value; the chance of the NPC running at the player for a single swing, after which it would contiue walking around without attacking. This would be calculated every time a character enters an NPC's line of sight.
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You can't exaclty make him walk around again, but changing his attack delay would make him attack slower or faster.
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-Atack movement speed
walking speed changed to this when it is attacking
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A clunky solution to this would be to put an event in the "target proximity" section that would replace the npc with a faster one when in the line of sight.
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-Run at HP%
self explanitory, run away from player when the HP reaches that value. non-fighters caught in the battle would probably have this set at 99 or 100. This would be calculated every time the NPC would attack.
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This is done with the "morale" section, wichh, when the npc recieves a set amount of damage, he will flee.
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-Block%
also self explanitory, the NPC's chance of blocking when attacked. This would be calculated every time the NPC is attacked.
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An NPC's dexterity gives it a chance to dodge an attack, not necessarily block, but dodging is pretty much a sufficient substitute.
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-Range distance
If I remember right (I havent used coldstone since before I entered that 4-month depression) there was a script that uses both ranged attacks and melee. This would be the distance at which it used ranged weapons.
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this could be done by making a weapon that the NPC uses, and have it use a specific range, this would make the NPC attack at that range (if I understood correctly)
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-Magic Delay
This would be the amout of time that an NPC takes to cast a spell. This would be used to make a mage that would be extremely powerful in battle, if it can be protected for long enough to cast a spell. Or, to have a 'spell' be some instant ability that works as soon as it is used.
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well, I haven't had experience using NPCs that cast spells, but I'm guessing that the attack delay would make him wait to cast a spell, if you wanted, you could do something like:
1st NPC: has the supershield (fake) spell. at use, make the spell change to a different NPC.
2nd NPC: upon creating the 2nd NPC, use the spell wizard to cast supershield (the real one) on him, and he attacks with fireballs.
3rd NPC: At the removal of the spell, this NPC would be vulnerable, make him cast a dummy spell that uses up all of his mana, (it's just a timer), that lasts for as long as you want him to be vulnerable. He can do melle attacks or cast more fireballs.
1st NPC: when the dummy spell wears out (move NPC #3 to a different cell, or use the alternate method, this one contains the NPCs real health), it all starts over till he's dead
now this is all speculation, because I have never used NPCs with spells.
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-Time until magic
This would be the time between magic spells used in battle. This would be used to have an uber-wizard that rapidly casts some significant spell, a back-row magic user that hurls large fireballs at the enemy every few miniutes, or to make some fighter-mage who only uses magic once every ten seconds or so. (which would be good for significant boss-enemies)
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Use the attack delay, and instead of spells, make him use a ranged weapon that has the fireball graphic. ( I say use a weapon, again, because I have never used the NPC with spells, so you may be able to use spells, but I'm just being safe)
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As for your code, many people love coldstone, because they can create games, without using code or script. Now I can use code and I know BASICs, but I'm just the kind of person who would rather use coldstone than type away with some script. Although, It's not a bad Idea for people who can use script, actually now that I think about it I would use it, but my point still stands.
Also, It seems many of these things are for your game alone, for instance, i would really never use the agression percent in my game, but hey, I'm just speaking for myself.
I meant none of this offensiveley in any way, just trying to help.
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I'm not laughing at you,
I'm laughing with you in
mind